Component:RefractMaterial

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Component image 
Refract Material component as seen in the Scene Inspector

The RefractMaterial component can be used to create distortion or bending effects on the objects and visuals rendered behind it.

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
HighPriorityIntegration Bool If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
Rect Rect See RectClip on Materials.
RectClip Bool Toggles if the material should use Rect
ColorMask ColorMask What colors behind the material should make it through the filter.
StencilComparison StencilComparison See Type:StencilComparison for an in depth explanation on what this does.
StencilOperation StencilOperation See Type:StencilOperation for an in depth explanation on what this does.
StencilID Byte The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel.
StencilWriteMask Byte does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer.
StencilReadMask Byte is bitwise ANDed with the Stencil in the frame buffer before the test compares them.
RenderQueue Int changes at which point a material renders on the render stack
RefractionStrength Float the strength of the refactions
DepthBias Float The bias for the depth buffer affecting the refraction strength.
DepthFadeDivisor Float This setting uses the depth of the scene as a scaling factor for how blurry the filter is based on this depth, so further out objects get more blurry.
NormalMap ITexture2D The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface.
NormalTextureScale Float2 The scale of the NormalMap texture.
NormalTextureOffset Float2 The offset of the NormalMap texture.
PerObject Bool Whether to do the effect per object rather than to the entire image grab pass done by the shader by default.
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
Sidedness Sidedness Render on both sides of the mesh, front, or back.
ZWrite ZWrite whether this material should respect the distance it is from the camera.
ZTest ZTest Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera
_global Shader Template:Material global
_perObject Shader Template:Material perObject

Usage

Attach to a slot and add to either a MeshRenderer or SkinnedMeshRenderer to view it.

Examples

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See Also